497 lines
23 KiB
Plaintext
497 lines
23 KiB
Plaintext
Mac users: this file is easiest to read in an 80-character-per-line non-
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proportional font, such as Courier.
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-----------------------------------------------------------------------------
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The FINAL Mortal Kombat II Hint File
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Last Modified December 2, 1994
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Copyright (c) 1994 by Grant Bugher
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-----------------------------------------------------------------------------
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This is the NINTH EDITION of the FINAL Mortal Kombat II Hint File. This
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file is freely distributed and may be uploaded or copied in ORIGINAL,
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UNMODIFIED FORM (electronic or paper) without compensating the author.
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This version is only slightly changed from the 9/23/94 Ninth Edition.
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ALL OF THESE MOVES AND FATALITIES ARE FULLY CONFIRMED. ALL OF THEM WORK
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EVERY TIME YOU DO THEM RIGHT. I didn't put any so-called "unconfirmed"
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(i.e. probably imaginary) moves in here. If one doesn't work, it's because
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you didn't do it right. :) Everyone has a friendship, a pit fatal, and a
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babality. To "charge" a button means to hold it down. This file is for
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the arcade v3.1 of Mortal Kombat II. A few things here will not work in
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v2.1, and MANY of them will not work in revisions before 2.1. Now, most
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moves lists are all correct, but when I started this list, it was about the
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only one that wasn't full of imaginary moves that the author made up or heard
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about but never bothered to try and see if it worked. Incidentally, these
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moves will also work with perfectly with the SNES version of MK2, and most of
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them will work on the Genesis with some modification -- you'll have to figure
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out what buttons to press, because they changed many of them.
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Babalities and Friendships can be preformed anywhere on the screen. Pit
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fatals (fatality uppercuts) can be preformed only at close range, on The Pit
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stage or the Kombat Room stage. All other fatalities have a certain range
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you have to stand at to do them. These ranges are at the end of each
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fatality line below, in parentheses:
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Close Running right into them. Like if you were doing an uppercut.
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Sweep The furthest away you can stand and still sweep someone.
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Half-screen This one's self-explanatory.
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Far Clear across the screen from the dude.
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Anywhere Pick a spot.
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Moves that have an * in the left column are MUCH easier to do if you hold
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down block, but this is optional. (For example, Liu Kang's Cartwheel or
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Baraka's Friendship).
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For those of you who don't know, Babalities change your opponent into a baby
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and Friendships do some cheesy nice thing to your opponent (totally non-
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lethal) to finish up the round. Collectively, fatalities, babalities, and
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friendships are usually referred to by people (and always referred to by me)
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as "Finishing Moves."
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Please send E-Mail if you have any additions, corrections, or comments
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about this list. I am Vylanis on America Online, and my Internet address is
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vylanis@aol.com
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- Vylanis
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P.S. Also check out the other FINAL lists, like the FINAL Mortal Kombat Hint
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File v3 or the FINAL Killer Instinct Hint File v1.
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B = Back HP = High Punch
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F = Forward LP = Low Punch
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D = Down BL = Block
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U = Up
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A Comma (HK, HP) means to hit one button, then the other. A plus (HK + HP)
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means to push both buttons at the same time. A plus and parentheses, like
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HK + (LP, HP) means to hold down one button and press the others. "to", like
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in "D to F, HP" means to start with the first direction and "roll" the
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joystick to the second, similar to the movement in throwing a fireball in
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Street Fighter II.
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----- NORMAL MOVES (for everyone) -----
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Sweep B + LK High Punches do more damage than Low
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Roundhouse B + HK Punches, but Low Punches can hit ducking
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Uppercut D + HP opponents. Kicks do more damage than
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Throw F + LP either, but you can rapid-fire punches.
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Power Punch F, HP Power Punches do more damage than regular
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punches.
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----- SPECIAL TRICKS -----
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When it says "Finish Him!" on the Dead Pool stage, if you hold LP + LK and
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do an uppercut, you will knock your opponent into the acid. When the
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skeleton floats to the surface, hold the joystick Down and it (the skeleton)
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will say something, possibly "Hello!" with a British accent.
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On the player select screen, pressing Up + Start while in your corner (Liu
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Kang for Player 1 or Reptile for Player 2) will cause the computer to
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randomly select a character for you. This makes 2-player games more fair.
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While no one is playing, press down on both joysticks to see the high score
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table.
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On the Battle: ## Screen (where it shows the name of the battle zone and
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pictures of the two selected characters), press Down + HP on BOTH CONTROLLERS
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to disable throwing for the match. This is for two-player only, of course.
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If you do the Pit Fatal in the Kombat Room, knocking the opponent onto the
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spikes, press down on both joysticks before the opponent hits the ceiling.
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He will slide off the spikes and hit the ground.
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In the SNES version only, you can enter a 2-player tournament mode. On the
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screen where you select between "Start" and "Options," hold L and R and hit
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the Start button. It will allow each player to select 4 characters, which
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will then fight in succession (like MK1's Endurance Rounds.)
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----- SPECIAL MOVES -----
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-----------------------------------------------------------------------------
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Baraka:
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Spark D to B, HP
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Blade Slice B + HP
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Blade Fury B, B, B, LP
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Double Kick HK, HK
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Pit F, F, D, HK
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Babality F, F, F, HK
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*Friendship U, F, F, HK
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Impale B, F, D, F, LP (Close)
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*Decapitate B, B, B, B, HP (Close)
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You can sometimes follow up a jump kick (especially a turnaround kick) with a
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Blade Fury, doing immense damage. Also, when Kintaro jumps off the top of
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the screen to stomp on you, do the Blade Fury and he'll land right in it.
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When playing against Baraka, note that Raiden's torpedo and Kitana's fan lift
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will hit him while he's doing the Blade Fury.
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-----------------------------------------------------------------------------
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Johnny Cage:
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Low Shadow Bolt D to F, LP
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High Shadow Bolt D to B, HP
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Shadow Uppercut B, D, B, HP
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Shadow Kick B, F, LK
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Nutcracker LP + BL
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Gym Kick F + LK
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Pit D, D, D, HK
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Babality B, B, B, HK
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Friendship D, D, D, HK
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Rip in Half D, D, F, F, LP (Close)
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Decapitate F, F, D, U (Close)
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Triple Decapitate D + LK + BL + LP (Close)
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(must do regular decap first, then this!)
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You can shadow-kick right after a jump-kick or turnaround-kick. This is
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probably the easiest combo in the game. The computer will almost always get
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hit by a properly timed nutcracker, and against the computer, you can follow
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one with a shadow kick.
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-----------------------------------------------------------------------------
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Jax:
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Overhead Hammer F + HP
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Grab 'n' Pound F, F, LP, rapid LP
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Multiple Throw F + LP, rapid HP
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Sonic Boom F to D to B, HK
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Ground Pound Charge LK 3 seconds
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Backbreaker BL in air
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*Pit U, U, D, LK
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*Babality D, U, D, U, LK
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*Friendship D, D, U, U, LK
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Head Crush LP + (F, F, F) (Sweep)
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Rip Off Arms BL, BL, BL, BL, LP (Sweep)
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Jax is the best close-range fighter in the game. An overhead hammer followed
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by an uppercut, Grab 'n' Pound, or Multiple Throw is devestating, and if the
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hammer hits, the next move is automatic success. After hitting the kick
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button for a jump kick (especially a turnaround kick), immediately hold
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block. It doesn't put you at any disadvantage, and if timed right it will do
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a backbreaker when the kick hits.
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-----------------------------------------------------------------------------
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Kitana:
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Fan Lift B, B, B, HP
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Fan Throw F, F, HP + LP
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Fan Slice B + HP
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Zip Punch F to D to B, HP
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Pit F, D, F, HK
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*Babality D, D, D, LK
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*Friendship D, D, D, U, LK
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Decapitate BL, BL, BL, HK (Close)
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Kiss of Death LK + (F, F, D, F) (Close)
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Kitana and Liu Kang are the game's best distance fighters. Follow up a jump
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kick with a fan throw. Good against humans, excellent against the computer.
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In the corner, you can fan lift, then hop-kick, then throw a fan, and then
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uppercut, all without giving the enemy any opportunity to block! As you get
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faster, you can do a fan-lift, jump-punch, fan-throw, zip-punch combo (not
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in the corner) and even a five-hit combo in the corner. When playing
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against Kitana, if you are ducking and she does a fan lift (over your head),
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hold block, stand up, duck again, release block, then uppercut. You will
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not get hit by the fan lift!
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-----------------------------------------------------------------------------
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Kung Lao:
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Hat Throw B, F, LP (U or D guides hat)
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Garbage Can BL + (U, U), rapid LK
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Teleport D, U
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Torpedo Kick D + HK in air
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Pit F, F, F, HP
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Babality B, B, F, F, HK
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Friendship B, B, B, D, HK
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*Hat Split F, F, F, LK (Sweep)
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Decapitate LP + (B, F) (Far)
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(then aim the hat at their neck!)
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Kung Lao is a great character if used properly - the torpedo kick is
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very good as it throws your opponent's timing off and it is hard to uppercut.
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A blocked normal torpedo kick allows an uppercut, but a hop-torpedo does not,
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and is so strange that most people will not know how to react to it. Also,
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Kung Lao's standing HK can always knock someone out of the air, like the
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ninjas' roundhouse.
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-----------------------------------------------------------------------------
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Liu Kang:
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High Fireball F, F, HP
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Low Fireball F, F, LP
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Bicycle Kick Charge LK 4 seconds
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Flying Kick F, F, HK
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Pit B, F, F, LK
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Babality D, D, F, B, LK
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Friendship F, B, B, B, LK
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*Cartwheel Spin away from enemy (Anywhere)
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Dragon Munch D, F, B, B, HK (Close)
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The high fireball can be done in the air. The bicycle kick is great if you
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keep charging LK most of the round, and release it right after getting hit.
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You'll usually catch the opponent off guard if he's near you. Kang's low
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fireball makes him an excellent distance fighter - it goes under all other
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projectiles, making him the only person who can trade missiles with Sub-Zero.
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-----------------------------------------------------------------------------
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Mileena:
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Sai Throw Charge HP 2 seconds
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Teleport Kick F, F, LK
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Roll B, B, D, HK
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Pit F, D, F, LK
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Babality D, D, D, HK
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*Friendship D, D, D, U, HK
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Sai Perforate F, B, F, LP (Close)
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*Suck 'n' Blow Charge HK 3 seconds (Close)
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If you charge HP for a while first, you can jump kick someone and then
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release HP immediately, hitting them with the sais as they fall from the
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kick. The teleport kick is among the best moves in the entire game, since it
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flawlessly knocks opponents out of the air. Do one whenever they jump or
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throw a missile weapon. The ninjas can roundhouse you out of a teleport.
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When playing against Mileena, standing-block teleport kicks. Then, either
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hop-kick or do a special move, like Raiden's torpedo or a projectile throw.
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-----------------------------------------------------------------------------
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Raiden:
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Shocking Grasp Charge HP 3 seconds
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Torpedo B, B, F
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Lightning Bolt D to F, LP
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Teleport D, U
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*Pit U, U, U, HP
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*Babality D, D, U, HK
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Friendship D, B, F, HK
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Electrocution Charge LK, rapid LK + BL (Close)
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Super Uppercut Charge HP 7 seconds (Close)
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If you can shock grab someone, HP twice and then do a torpedo. The two HP's
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knock the opponent into the air, making the torpedo unblockable. To do the
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super uppercut, you must begin charging HP before it says "Finish Him!"
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Always follow up a jump-kick with a Torpedo. It almost always works, and is
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the one thing that makes Raiden a great character.
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-----------------------------------------------------------------------------
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Reptile:
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Acid Spit F, F, HP
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Energy Orb B, B, HP + LP
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Invisibility BL + (U, U, D), HP
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Slide B + BL + LP + LK
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Pit D, D, F, F, BL
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Babality D, D, B, B, LK
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Friendship B, B, D, LK
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Yummy B, B, D, LP (Half-screen)
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Unseen Death F, F, D, HK (Close)
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(must be Invisible!!)
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After the energy orb, most people uppercut, but you can do more damage by
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doing two high punches (knocking them in the air) followed by a hop kick and
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then a slide. If you turn invisible, try just ducking in place. Usually,
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the opponent will jump at you, letting you roundhouse them out of the air.
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If they walk up to you, sweep and move back, then begin ducking again. Also,
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you can jump-kick or slide (or both) if the opponent throws a projectile.
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-----------------------------------------------------------------------------
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Scorpion:
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Harpoon Throw B, B, LP
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Teleport Punch D to B, HP
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Leg Takedown D to B, LK
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Air Throw BL in air
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Pit D, F, F, BL
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Babality D, B, B, HK
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Friendship B, B, D, HK
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*Incinerate U, U, HP (Half-screen)
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*Toasty Incinerate D, D, U, U, HP (Anywhere)
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Neck Slash HP + (D, F, F, F) (Close)
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If you do a turnaround kick, you can often do a teleport punch and/or spear
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and catch your opponent off guard. The leg takedown is almost worthless,
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since it does less damage than a throw, and if blocked it leaves you open to
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an uppercut.
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-----------------------------------------------------------------------------
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Sub-Zero:
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Deep Freeze D to F, LP
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Ground Freeze D to B, LK
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Slide B + BL + LP + LK
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Pit D, F, F, BL
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Babality D, B, B, HK
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Friendship B, B, D, HK
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Freeze Uppercut F, F, D, HK (Sweep)
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F, D, F, F, HP (Close)
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Ice Grenade LP + (B, B, D, F) (Far)
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As almost everyone knows, follow up a jump kick with a slide. Great against
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the computer, only works against humans if you do a very late LK for your
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kick, or if they're stupid. Follow a jump kick with a ground freeze
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occasionally - if they don't expect it, they'll slip (leaving themselves open
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for an uppercut and slide.) If you freeze someone, don't upperct. Do a
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turnaround kick then an immediate ground freeze, then uppercut. Most people
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will fall for it, but someone who knows will jump away. If they do that,
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just uppercut next time, or try a turnaround kick then deep freeze. They
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will jump back into the freeze. Alternate randomly between these and you'll
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confuse the hell out of most people.
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-----------------------------------------------------------------------------
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Shang Tsung:
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One Flaming Skull B, B, HP
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Two Flaming Skulls B, B, F, HP
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Three Flaming Skulls B, B, F, F, HP
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Liu Kang Morph B, F, F, BL
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Kung Lao Morph B, D, B, HK
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Johnny Cage Morph B, B, D, LP
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Reptile Morph BL + (U, D), HP
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Sub-Zero Morph F, D, F, HP
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Kitana Morph BL, BL, BL
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Jax Morph D, F, B, HK
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Mileena Morph Charge HP 2 seconds
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Baraka Morph D, D, LK
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Scorpion Morph BL + (U, U)
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Raiden Morph D, B, F, LK
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Pit BL + (D, D, U), D
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Babality B, F, D, HK
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*Friendship B, B, D, F, HK
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*Soul Stealer U, D, U, LK (Close)
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Body Explosion Charge HK 3 seconds (Sweep)
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Kintaro Morph Charge LP 25 seconds (Sweep)
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When the opponent is jumping away, let loose with three skulls. If one hits
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in the air, they all will. Tsung has very few good moves, since he normally
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changes into someone else and uses their moves. However, someone who has
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very good timing can play as Shang Tsung without morphing and still do well.
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Note that to do the Kintaro Morph you must begin holding LP long before it
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says "Finish Him!" Most people begin charging before it says "Fight!" and
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continue the entire round.
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-----------------------------------------------------------------------------
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----- SECRET CHARACTERS -----
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To reach Smoke, fight on The Portal (1 or 2 player). After an uppercut, the
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"toasty guy" will occasionally appear. If he does, hold down and Start to
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warp to Smoke.
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To reach Jade, fight a one-player game on the match just before the "?" on
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the map of the mountain. Beat at least one round of the match using only the
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LK button (no punches, HK, or BL). You'll warp immediately to Jade. You
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need not win the match - just a round.
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To reach Noob Saibot, win 50 consecutive battles, 1 or 2 player. If he beats
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you, you stay at 49 wins, so you can just keep winning one battle until you
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manage to beat him. You MUST beat him to get over 50 wins in the high score
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table.
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----- MISCELLANEOUS -----
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The most useful piece of information you could ever have is how the jump-kick
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works. It goes as follows:
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1. The person who hit the kick button first wins the contest. (Thus, a hop-
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kick will usually triumph over a jump-kick)
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2. If they hit the button at the same time, the person who jumped LAST wins
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the contest.
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If you are very good at the game, this probably seems like common sense. But
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I remember that I improved greatly upon learning this. This also applies to
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jump-punches and aerial special moves, but is overridden by a few things --
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Kung Lao's torpedo kick usually comes out on top, as do a few other moves.
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But not always - if you jump back and kick late, you can kick Kung Lao out of
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a torpedo kick. Baraka's aerial moves are fantastic, making up for his
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shortage of special moves. He is nearly impossible to uppercut out of the
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air or even jump-kick out of the air (except on the SNES version...)
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Turnaround kicks are devestating. Jump over someone, as if doing a jump
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kick, but don't hit the kick button until after you've passed their heads.
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It leads to some interesting combos -- follow them up with Scorpion's
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teleport punch or Raiden's torpedo for good results. Most people, seeing
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you jump over them, will try to uppercut. You CANNOT uppercut a turnaround
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kick (well, you can, but almost no one can do it consistently). The proper
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response to one is to block, then attack AFTER they kick.
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There is a special type of punch commonly referred to as a "heavy punch." It
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is rediculously hard to get off, but worth the trouble. When the opponent
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jump-kicks at you, press HP once. You must do it before he is lined up with
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the punch. Properly timed (which is VERY hard to do), he will fall into the
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punch, and take more damage than an uppercut! Appearently, the heavy punch
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hits several times, rather than just once. Also, this knocks the opponent
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way up in the air, and can be followed by almost any move except Kitana's fan
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lift. Many painful combos can be done after a heavy punch. :) Note that I
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have only seen one person who can do this every time. I get it about 10% of
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the time.
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-----------------------------------------------------------------------------
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SPECIAL THANKS TO:
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chrysh@aol.com - for lots of corrections
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|
guile0@aol.com - for lots of confirmations
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|
howard@rushnet.com - for a couple of fatalities I didn't know
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kcmk2god@aol.com - for The Mortal Monday Report, which was the best
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|
moves list available before I wrote this one
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|
losdos@aol.com - for Los Dos's Ultimate Mortal Kombat II Strategy
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Guide, which though giving few moves and NO fatals
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gives good general strategy tips
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mortlkmbt2@aol.com - for lots of confirmations and some corrections
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tenasgen@aol.com - for playing against me an awful lot
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thrax@aol.com - for losing against me an awful lot
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thanh.luu@tomcat.com - for giving me a few babalities and friendships
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CLOSING COMMENTS:
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ON FAKE MOVES:
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Please stop sending me information on imaginary finishes that all end with
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"ality." They are all fake - There are babalities and fatalities. That is
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all. There are no Animalities, Nudalities, Housealities, Sexualities,
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Plantalities, Boredomalities, etc. They all may be funny, but they're not
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real. (Yes, people have tried to send me all six of those, claiming they
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were "confirmed.") Of course, if you actually DO one of these things, feel
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free to send it to me. But if you haven't done it yourself, forget it.
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Also, no move is longer than 5 actions (joystick motions and button pushes).
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In other words, don't be like one person and send me Sub-Zero's 23-action
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animality.
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ON CHEATING:
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I don't like it. Now that the home versions of MKII are out, people keep on
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sending me things about how to cheat at the game. I'm not interested, since
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I detest cheating. I will not put things like Game Genie codes or how to
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give yourself 30 continues in my file. If you do stuff like that, you'll
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never be any good at the game. I wrote my file for people who WANT to gain
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some skill at MKII.
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ON ILLEGAL MKII MACHINES:
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At the time of this release, the latest arcade version of MKII from Midway
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was v3.1. Any version higher than that is made by some stinking computer
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pirate, and is ILLEGAL. I don't want to know any moves for an illegal
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version. If you find an illegal MKII machine, call Midway and report it. A
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real Midway machine NEVER says what version it is, except during the BIOS
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bootup sequence (Checking ROMs...). If it says the version number on the
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"Insert Koin to Kontinue..." screen, it is probably illegal.
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Thanks,
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Vylanis
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